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How about spell upgrades via crafters?

Since Mark is wanting to promote socializing through crafting, how about letting crafters make spell ability upgrades? It can be the same premise of going to an npc and buying the upgrade. Players gain their normal abilities during progression, but as players RVR, they can have the chance of looting items and materials that they can take to a crafter and get ability upgrades. The upgrade amount can be based on the quality of materials and the skill level of the crafter, but nothing god like such as double ability damage.

 

 

 

Comments

  • SpeelySpeely Member CommonPosts: 861
    I like it. Call it Runecrafting or some such and let it customize (rather than wholly power up) spells. Increase aoe radius for lessened duration/dmg/etc.... Reduce cooldown on an spell but make it use actual/more mana. The ability to overcharge a spell with hp that deplete when you use it.

    These are just examples and obviously anything of this nature would be subject to serious balance issues, but I like the idea of magical Artisans.
  • Niix_OzekNiix_Ozek Member Posts: 397
    Hey perf we agree!
    I don't think making spells better is the best option but altering them for your play style could be cool!
    IMO this would be a high end crafter ability but neat idea

    Ozek - DAOC
    Niix - Other games that sucked

  • SpeelySpeely Member CommonPosts: 861
    Wonder of wonders lol :)
  • fanglofanglo Member UncommonPosts: 314

    World of Warcraft has something similar to what you are saying in their Inscription Craft. Basicly you have a few slots where you can put jewels in them that boost certian spells. 

    For example: 

    Glyph of Rejuvination - When you have rejuvination (HoT ability) active on 3 or more targets the cast time of your nourish spell (large single target heal) is reduced by 30%.

    The idea in WoW was to allow players to further specialize in particular spells or abilities they really liked or used often. The above glyph would work great in an 8man group as you'd just be throwing out hots at the beggining of an engagement and then with the reduced cast time large heal as needed. But if you generally small manned and didn't have 3 people to keep the HoT on maybe you'd focus on a more offensive glyph to help add dps.

    In DaoC you somewhat had this but it was a blanket buff it seemed. If I have +10% to damage that affects all my spells, but you could further specialize with +25% duration for an extra tic or 2 on your dot, or +25% debuff to make your debuffs sting a bit more.

    I really would like the way though for you to truly customize each spell you have. Can you imagine if every spell and ability in the game had a crafted slot on it for players to adjust with. You could put all sorts of things in there, make the range larger, duration longer, damage harder, secondary effect (CC, self heal, cosmetic - turn into a sheep) it would make it so that 2 players casting fireball spells could have different effects on their fireballs. Maybe one players fireball leaves behind a burning effect (DoT) while another players Fireball leaved a debuff to heals (-5% healing for 10 seconds) The ability to customize your characters abilities would be pretty sweet.

    I healed Mistwraith and all I got was this stupid tee-shirt!

  • VanshoodieVanshoodie Member Posts: 34
    In EQ2 there were different mastery level of each spell. Some were crafter made and some were looted. Usually people get their Apprentice version and then would have a crafter make their Expert version until they could loot or buy the master version. But, i would prefer everything be crafter made. Yes I also like the idea of modding the ability not just for damage. Make a spell an aoe or increase range, etc.
  • SpeelySpeely Member CommonPosts: 861
    Nice ideas all.

    I have always wanted to able to overcharge a spell... Perhaps increasing mana cost but adding an additional effect. Increased duration, aoe radius ala above, ect. Could be as easy as a QC button and be on a similar timer.

    Same thing could be done for melee styles.

    Would be cool if magic artisans could provide these additional options for spells and styles.
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